Author's instructions

This plugin is freely distributable and modifiable, as long as this readme file accompanies it and credit is given to the original author. But please remember that not everything here is my work. Refer to section 7.THANKS. By downloading and running this plugin, you acknowledge the following :

- You have read and understood this readme file. - You acknowledge that the author of this plugin accepts no responsibility for damage to your game saves, operating system, computer, etc, when using this plugin.

NOTE: Please do not upload this plugin for distribution without my permission.

--svengineer99

File credits

Merzasphor: For HUGELY extending MWSE including array functionsHrnchamd: For MWE-XE sky color script functions and imagemagick dds compression fixCDC and the SF MWSE Dev Team: For MWSE development and release up to 0.9.4aDave Humphries: For MWEdit John Moonsugar: For TES3CMDJohn Cristy and the ImageMagick team: for ImagemagickStarwarsgal9875: For Skies IV (and predescessors)Vtastek: for the MGE-XE rainbow shaderBethsoft: For the game engine and base construction set

The Assimilation Lab: For continuously updated Morrowind Modding Wiki entriesGhanBuriGhan, Yacoby and melian: For Morrowind Scripting for DummiesAbot: For Morrowind Scripting for Smarties

Abot (again): for extensive beta testing, scripting feedback and assistanceGreatness7: For TES3CMD and expanded MWSE discussion and assistance (and Aurora Borealis idea)Starwarsgal9875 (again) for technical and artistic discussion (and atmospheric scattering idea)Melchior Dahrk: for early encouragement and feedbackKrokantor, HunterZ and Lord Berandas for playtesting feedback leading to v1.20 fixes released

Darkelfguy: for Morrowind Modding Showcases and Podcasts inspiration.

Everyone who commented and contributes on the Bethesda/TES/Morrowind Forums

This mod uses a command line co-executable running in parallel with Morrowind to coordinate ImageMagick and TES3CMD command line calls with MGE-XE and MWSE scripting to generate unique nightly star and moon textures and unique each weather change sky textures. Additional scripting effects include real time varying cloudbreak colors, occasional weather breaks with chance of rainbows, and northern latitude auroras.

Part of the May 2016 Modathon Month!

See the screenshots and videos..v1.01 - added sve_skd_rnbw_min/max_blur = 5/7 (previously hard coded to 3)v1.02 - further tuned rainbow blurring to support new default min/max = 6/12 - adjusted rainbow opacity from 0.15-0.35 to 0.25-0.40 based on bethsoft forum poll results - fixed skybreak color bug that was causing day, sunset and night skies to be off from what the should have been (with sunset and night especially effected)v1.03 - fixed MWCMD_SkyDiversity_global_overrides.ini parsing error in earlier releases that prevented reading the file correctlyv1.10 - added vtastek shader rainbow supportv1.11 - corrected MWSE version requirement in readmev1.20 - removed MWSE. dll and MGEXEgui. exe date check due to format region dependence - modified script to eliminate stray inventory refresh tokens by default - added MCP 2-3 beta requirement to fix intermittent scripting bug - fixed sudden rainbow appearance/disappearance bugs - added sun color variation with sky color, mainly to improve rainbow visibilities - tweaked several globals to tie rainbow intensity to sky color - added global_override.ini overrides for 100% chance of cloud and weather break rainbowsv1.30 - fixed rainbow shader to only activate during rainy/thunderstorm/snowy sky and weather breaks - added "SHFT-X-Z" menu options for sky/moon/aurora favorites generation, saving, loading and deleting - added "SHFT-X-Z" menu options for changing a few of the most common global variables controlling sky, moon and borealis texture generation vs loading, sky and weather break time periods, moon generation types, etc.Notes: This mod is incompatible with OpenMW due to MGE-XE, MWSE and original CS purgetextures function calls. This mod is compatible with the Steam version but requires launching Morriwind as normal for Steam, followed by alt-tab back launch MWCMD. exe after reaching the main menu. Sorry for the inconvenience and hopefully some better method can be devised in the future.

All weather types seed sky textures- Randomly selects from any number of textures with the format Tx_*Sky_<weather>*.dds placed in the Data Files\Textures\SkyDiversity\Sky_Variations folder; this folder will be created the first time MWCMD runs, with original Sky textures subdirectory.

Stars- By default, extends and rotates the stars texture to give an off-center view that traverses a complete cycle once per year; it's not quite astronomically accurate but it's closer than the default game engine 4 day centered cycle- Optionally (in the console "set sve_skd_stars_rotate_or_random to 1") randomly selects a new star texture every night from any number of textures with the format Tx_Sky_Stars*.dds placed in the Data Files/Textures/SkyDiversity/Stars_Variations/ subdirectory

Aurora Borealis- Northern lights of varying shape, colors and intensity will appear in the night sky at far north latitudes.

Moons- Generates 24 unique moon textures per full moon cycle (instead of the default 8) filling in more or less new, crescent, half, gibbous and full moon illuminations.- Adds some random rotation to "dry" or "wet" looking moons on the horizon (not astronomically linked to the season as in real life)- Optional and customizable planetshine and atmospheric scattering effects- Every moon every night is unique with each passing day and month